Difference between revisions of "Impale (3.5e Spell)"

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Revision as of 08:00, 18 May 2013


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Author: Snafusam (talk)
Date Created: may 10, 2013
Status: in question
Editing: Clarity edits only please
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Impale
Evocation [Earth, Force]
Level: Cleric 3, Druid 3, Earth 3, Ranger 3, Sorcerer/Wizard 3
Components: V, S, M
Casting time: Standard
Range: close (25 ft. +5 ft./2 levels)
Targets, Effect or Area: Targets within effected area
Duration: instant
Saving Throw: Reflex half, fortitude negates
Spell Resistance: no

as your spell finishes you thrust solidified rock spikes along a straight path out of the ground. This sends all his enemies into the air, only to take damage on their painful impact with the ground.

thrust solidified rock spikes dealing 1d6 piercing damage per level (max 10d6) along a straight path out to 25 ft. +5 ft./2 levels out of the ground, those hit can make a Reflex save for half damage.

This sends everything hit 25 feet into the air, only to take 2d6 falling damage on their painful impact with the ground.

the foe must also succeed at a Fortitude save or be stunned for 1 round

Material Component: 25 Pine needles



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Facts about "Impale (3.5e Spell)"
Article BalanceModerate +
AuthorSnafusam +
ComponentV +, S + and M +
DescriptorEarth + and Force +
Identifier3.5e Spell +
LevelCleric 3 +, Druid 3 +, Earth 3 +, Ranger 3 + and Sorcerer/Wizard 3 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryImpale your enemies into the air, then watch them fall. +
TitleImpale +